Game Icons - Character - baaah888


#10

ok just a little concept update for now,

ive changed a few things,

the Head is now unmasked to give the character a more personal feel

The shoulder pads have been eliminated for now, Its purely to save polys and make the character easier to animate.

The other changes are for asthetic purposes only.

Crit needed on how to make the character more of an icon. please :hmm:


#11

I dont know why anyone hasn’t said anything but that guy is chill… and I think he indeed has alot of potential. In addition the story is well thought out and he seems like the type of guy to be able to take on the world. Also using a police/military force in a game is a great idea… you can have your average joe cop or your battle armored infantry or even a bulkier back-pack totin’ heavy artillery officer.

I think the solid way to make any character an icon is by making them romantically more appealing, and by that I mean really to say “out of the ordinary, break all the bounderies and look cool while doing it person.” Making them look rugged and tuff, maybe like he’s had to kill lots of different kinds of people and had collected different types of armor and weapons. Make is seem like the items he wears and carries could tell a story about an adventure he had.

I think the “tribal” spear is great, work with it, attach it to the top of a gun and have it extend and be able to shoot a cable or a tazer or whatever. Make it look like he has been though the end of the world. Torn leather, rusty dented boots, holes in his shirt and all that jazz. To give you a few examples the lord of the rings cat Stryder. He had all sorts of holes and stitches and different things and what not. Or how about Rambo or just about any holowood pirate type guy. Final fantasy people can have that type of quality too.

He might want to look like a police officer below the surface. His underlying base could be the uniform and he has added to it. And make him a cool looking poster boy too. After all Laura Croft doesn’t wear alot of armor and what not, but she’s looked upon as a “distinguished wrack of polygons” just because of her “looks.” Although she’ll never be real no matter how hard people wish it.

That’s all the advice I really have to offer. Don’t know if it means anything worthwhile, but alright. Good luck!


#12

Maybe what you need to push your character to ‘iconic’ levels is an easily identifiable ‘thing.’ That could be a weapon, or armor of some sort (and I think you’re moving in the right direction in this department) or it could be a physical …oddity.

The examples lildragon and the mods used in the rules section all have something (usually around their head) that makes them different. Most all of those characters could be identified purely by silhouette (sp) alone. Some need the added glowing eyes to help identify. (I’m mentally comparing batman to splinter cell guy, splinter cell guy needs the tech goggles to separate himself.)

Take your drawing and blacken everything in the head out. (leave the eyes if you want) You have a round ball-head. Before, you had a moto-cross helmet. I’m not saying either is bad or good, but what separates them in a crowd of silhouettes? Wolverine has pointy hair and sideburns, batman - ears (and often glowy eyes), spiderman - those eyes. …I guess comic icons stand out to me because they often use such high contrast and can often define their character in 2 colors with no internal lines… just shapes.

I like the head you have now, and agree with you that players will identify with him much more because they can see his features. The guy DEFINITELY has more character than before. Do some rough heads of him and add stuff… or take away. -eyepatch? scar? glasses? (half-life :slight_smile: ) goggles? nosering? gold tooth? missing teeth? tuft of hair poking out from under head-padding? A THIRD EYE! heh heh

I guess that was my 2 cents and then some. Apologies.


#13

thanks shen and spaceJASE, Youve got my concept frame of mind back in flow, I’ll have a little fiddle with the sujestions and post some concepts tonight.


#14

ok just a little update for now, ive been working on the arms today,

REMOVED PIC TOSAVE MY BANDWIDTH

Im now doing some concepts for the head and “extras” hopefully i’ll have done some good stuff to make a post later

cheers :beer: (ive always wanted to use the beer emoticon)


#15

Ok a little concept for my characters head, im gonna model it as best i can then see how many polys i have left for the extras and more detail in the head and body.


#16

Knees are way to low:thumbsup:


#17

now that is stellar! (in reference to the new head concept)


#18

Ok just a little update CyborgGuinnepig i moved the knees up a little for the moment it might not be obvious because the kneepads are lower than the knee at the moment,

And i made a base head, to build up from :thumbsup:

Thanks shen :beer: glad you like it.


#19

Hi all, been a bit busy recently, Trying to find a games company to do a year in industry with as part of my degree (note, if any UK games company likes the look of this and would consider work placements students, please check out my site www.tompickard.com or email me at big_tom888@hotmail.com, i will travel anywhere in the UK) Ok all plugs done,

Back to my comp entry, these past few days ive mostly been UVW unwrapping my character, and i’ve just started texturing the head, heres the map all unwrapped

REMOVED PIC

And heres a very very early pic of my characters face, This is the first character i have properly unwrapped and i will be working my arse off to make it look great, I dont consider myself a great texturer yet so hopefully this wont be over my head.

REMOVED PIC

Thanks for looking, Any crit on texturing will be greatly recieved,
Cheers Baaah888


#20

just a quick update for now, worked on the face and body armour.

all crit welcome. :thumbsup:


#21

ok i re-started the texturing process, and touched up the model. I have also finished the weapon and will start to texture the model properly in this final week,

the poly count is now technically finalised at 3968 it may change if i have time and want to do something with the spare polys.


#22

ok ive unwrapped the model now and started to workout what the colour schemes would be for the characters.

The first one is police force the second is military the third is special forces.

im gonna spend time on the police (blue) one for the competition.

any crit plz?


#23

Early texture work, Ive been working on the riot stick and jumpsuit for the most part today

Please crit :slight_smile:


#24

First of all i’de like to say that this is a great model and you’ve done a nice job!

Only crit i have is that i think he should look more “bad-ass”. With his face right now he looks almost terrified…


#25

Cheers buck :beer: i know what you meant about the face, and i have started to retexture it, so im aiming for judge dread sort of face, as in “I AM TH LAW” impervious not affraid and angry all mixed into 1.

ok i got bored of just texturing so i did a quick rig using character studio and put him in a pose,

its 4am so its not my best work, i rigged it very quickly and as such any deformities will be reomved later, crit welcom

Well im off to bed i hope you like these, they are suposed to say martial arts combined with muscley tough guy, if it doesn’t crit me i’ll have a play around with it.

cheers, baaah888


#26

Ok ive finished texturing the face, unless people really hate it then i’ll rework it.

Think evil or intimidating looking goodguy, like arnie in Terminator2

Descriptions of facial features,

Right before people crit me i’ll tell you my intentions,#

Ryan is constantly injected with adrenalin/medicinal nanobots from the crainial adaption system (on the top of his head), therefore his facial veins have become very pronounced,

This is why the police/military/special forces wear masks normally.

His Eye’s Ryan doesn’t sleep, he’s a super soldier, and is forced awake, by chem’s and mental programming, therefore the eye’s are red and the skin around the eyes dark.

hope you like it,

cheers baaah888


#27

I like the face, gives him a distinct look. Did u bind the weapon to the prop in character studio, or to the hand? Just asking cuase im having troubles in that area.

Im really liking your textures, they have come along way, and are really looking cool :slight_smile:


#28

The only critique I have is that there are two lines in the upper lip that are, IMHO, too strong. I mean those two lines directly below the nose.


#29

yeah i see that hellwolve but i dont have time to fix it before the 12th as im quite quite busy. but i do intend to fix it as soon as i have time. cheers

Ok here it is my final character sheet. I hope you like :slight_smile: if you have any crit please tell me as ive only ever made 2 other character sheets.

Thanks to everyone who gave me advice throughout the competition and well done to everyone involved in this months challenge, ive been most impressed by the quality of the work, and hope to be joinging in with the next competition.

baaah888 :thumbsup: